Browsed by
Category: Blog Entry

Sword Noir: A Role-playing Game of Hardboiled Sword & Sorcery

Sword Noir: A Role-playing Game of Hardboiled Sword & Sorcery

conan-cityImagine Conan in Shadizar, meeting with a beautiful woman calling herself Fortuna who pays him to find Thuris, the man who kidnapped her younger sister. Conan accepts the woman’s coin but finds himself in the middle of double and triple crosses as Fortuna — known as Brigid the Bold in the underworld — seeks for the Falcon of Maltus along with her betrayed confederates, Jubliex Cairo, Wilmer the Younger, and Gutmar.

Think of Fafhrd and the Grey Mouser hired by the powerful merchant Sternwood to scare ne’er-do-well Geiger away from the merchant’s daughter Carmen, only to be caught up in blackmail, murder, kidnapping, and family secrets.

Yes, those were the plots of The Maltese Falcon and The Big Sleep using three of the iconic characters of sword & sorcery. That’s what I’d call Sword Noir, and that’s what I called the role-playing game I just published, subtitled A Role-playing Game of Hardboiled Sword & Sorcery.

Sword Noir is a game now, but it started as something a little more than a conceit and little less than a genre. Basically, I attempted to give some kind of short-hand to the stories I wrote.

sword-noirAs usual, the kind of stories I was reading and writing bled into the kind of games I was playing, and this took me down a path I did not expect. I ended cobbling together a system that was purpose built to play “sword noir.” In order to do that, I had to define the term.

This is what I came up with: Characters’ morals are shifting at best and absent at worst. The atmosphere is dark and hope is frail or completely absent. Violence is deadly and fast.

The characters are good at what they do, but they are specialists. Trust is the most valued of commodities – life is the cheapest.

Grim leaders weave labyrinthine plots which entangle innocents. Magic exists and can be powerful, but it takes extreme dedication to learn, extorts a horrible price, and is slow to conjure.

Read More Read More

A Review of Twelve by Jasper Kent

A Review of Twelve by Jasper Kent

twelveTwelve
By Jasper Kent
Pyr (447 pages, $17.00, September 2010)

Twelve is set in Russia in the year 1812. While America was fighting a trans-Atlantic war against the British, Napoleon led a Grand Armee of 450,000 soldiers across the Niemen river into Russia. The outnumbered and undertrained Tsarist armies fought a series of retreating actions, and the French successfully occupied Moscow just as winter was setting in.

The novel is narrated by Aleksei Ivanovich Danilov, a soldier already weary from a lifetime of war and marked by the loss of two fingers in a Turkish dungeon. At the time of the French invasion he is assigned to a unit of three other soldiers tasked with undermining the French war effort via espionage and commando raids.

The opening line of chapter 1 introduces their strategy: “Dmitry Fetyukovich said he knew some people.” Dmitry knows, in fact, a group of mercenaries from the Danube river valley who fought with the Russians in an earlier conflict with the Turks. These mercenaries share a common interest with Aleksei and his comrades: They love nothing better than killing Frenchmen, and their efficacy is legendary.

As the mercenaries approach Moscow from the south, Aleksei hears of a series of unusual “plagues” breaking out in small towns along their route, giving him a faint feeling of unease. At last, late at night, twelve men arrive in Moscow under the leadership of a man who introduces himself as Zmyeevich — in Russian, “Son of the Serpent.”

Read More Read More

The Tiger’s Wife

The Tiger’s Wife

tigers_wife_coverThe Tiger’s Wife is an interlocking series of fabulist tales, set in an unnamed Balkan country that is obviously  Yugoslavia before and after its dissolution into ethnic political states, which unfolds the life and death of the narrator’s grandfather. It’s a meditation on grief, cultural blindness and bigotry, among other things, but overarchingly the constant effort to try to live a decent life and see the decency in others, even those who seemingly don’t possess it. Written by Téa Obreht, whom The New Yorker named one of the twenty best American fiction writers under forty and  the National Book Foundation’s “5 Under 35” list, it is, as you might expect given those accolades, considered a “literary” novel.  Which is perhaps why you haven’t seen much mention of it in genre circles, despite the fact that it is a fantasy.  However you want to classify it, it’s good and well-deserving of the hype it’s received.  One thing that struck me that I don’t think I’ve seen mentioned is the similarity between Obreht and Ray Bradbury in his prime, back in the days when Clifton Fadiman was trying to sell The Martian Chronicles to the literary mainstream.

I have to say that Obreht is the better writer, more in control of her fabricated folklore and less inclined to Bradburian whimsy, as well as much darker. Which is maybe why she is “literary.”  But, just for fun, here’s a test.  Which of these passages is written by Obreht, and which by Bradbury?  (All winners receive absolutely nothing besides smug self-satisfaction.)

Read More Read More

The Black Coats: An Introduction

The Black Coats: An Introduction

black-coats-1black-coats-21Les Habits Noirs is a series of seven landmark novels in pulp fiction history that have sadly been neglected outside of their native France. A fair degree of skepticism among modern readers is to be expected. Translations of obscure French novels can be a spotty affair and the verbose literary style of Victorian literature with its lengthy philosophical or historical passages are often wearying for a 21st Century audience. For every Fantomas that still captures modern imaginations, there are countless Dumas or Hugo pastiches whose only redeeming quality is their historical value to the avid student of fantastic fiction. Happily, Les Habits Noirs is one of those rare treasures that are as enthralling today as it was 140 years ago.

Paul Feval wrote all seven books in the series. He was an amazingly prolific author who turned out swashbucklers, vampire tales, crime fiction and religious works of vastly varying quality. Brian Stableford has spent much of the last decade translating his works into English for publication by Jean-Marc Lofficier’s Black Coat Press, a pulp specialty publisher who chose the English-language title for Les Habits Noirs for their imprint. Many critics have compared Les Habits Noirs to Mario Puzo’s Godfather series. My own best comparison would be to consider it the antecedent to Norbert Jacques’ Doctor Mabuse, the Gambler and especially the three films Fritz Lang made from that seminal work. Like Lang’s three masterpieces of crime, Les Habits Noirs bridges the gap between Pulp and Art.

The seven books in the series were published between 1863 and 1875 and concern members of a secret society headed by a crime family led by the patriarchal Colonel Bozzo-Corona. The first book, entitled Les Habits Noirs in France, was re-titled The Parisian Jungle by Black Coat Press for their English translation. The book introduces the criminal brotherhood, The Black Coats as a cross between the Mafia and the Illuminati. Modern readers weaned on Dan Brown’s intriguing if hopelessly hackneyed neo-pulp thrillers will marvel at what a true master of the conspiracy thriller sub-genre is capable of crafting. Colonel Bozzo-Corona is as beguiling a criminal mastermind as any in fiction. A feeble grandfather figure that can strike as quick as a cobra, Bozzo-Corona is always portrayed as displaying an uncommon brilliance. His fatal flaw is his borderline Messianic complex which promises to be his ultimate undoing.

Like his creation, Feval was possessed of a similar fatal flaw in his inability to maintain the high standard of quality that he demonstrated with this series. Too much of his non-series work was derivative and, after leaving his fiction works behind following a dramatic religious conversion, he doomed his reputation to be little more than a literary footnote. From that perspective, Black Coat Press and Brian Stableford’s work seems little short of evangelical in its mission to bring Les Habits Noirs to a wider audience who will appreciate this seminal work for its richness and mesmerizing tone.

Read More Read More

Game Review: Conquest of Nerath

Game Review: Conquest of Nerath

No matter if its the cover or the interior shots, this game's art is off the hook
No matter if its the cover or the interior shots, this game’s art is off the hook

In my lifetime I’ve played a lot of games, some more than others, but if any board game stands out above the rest as eating away massive chunks of my time it’s the WWII classic Axis and Allies. In the 80s, upon the game’s release, I fell in such deep infatuation with this game that I actually left it out on a table in my living room and played against myself for the length of an entire summer. Yeah, you know how you see ‘smart people’ in movies playing chess against themselves? Well, that was me and Axis and Allies.

I was so devoted to it, that I’ve actually only lost a single game in twenty-six years, and that was the first one I ever played [although I do have a draw in there someplace].

Now, you might be wondering why I’m bringing Axis and Allies up in a post concerning Wizard’s of the Coast’s new epic game Conquest of Nerath. Well, quite simply, because in all my years of gaming, and all the games I’ve played, I’d yet to find something in the same realm of awesome as A&A until I sat down to play Conquest.

Read More Read More

Goth Chick News: Kolchak Stalks Again

Goth Chick News: Kolchak Stalks Again

image0101You remember him, I know you do.

A wise-cracking, would-be-hard-bitten newsman in a battered seersucker suit and straw hat looking like he just stepped out of a 1940’s gumshoe flick — except for that slick, yellow Ford Mustang convertible he’s tooling around in.

But Carl Kolchak took a wrong turn somewhere and ended up in a couple of 1970’s TV movies and a short-lived TV show in which he kept stumbling across increasingly outrageous news stories that not only put his life in imminent danger, but inevitably involved horrific supernatural or paranormal beings.

Cue the distinctive, whistled theme music and pull up a 1970’s faux leatherette lounge chair (orange preferably); it’s time for The Night Stalker

Read More Read More

The New Kid

The New Kid

tsAs one of the new recruits here at Black Gate, I’ll be bringing you a series of what I hope you’ll find to be interesting posts soon enough. But first I wanted to say howdy and tell you a little bit about myself.

I’m Liz. I’m an Academic by training: a Classicist to be precise, and a philologist to be downright pedantic. (My dissertation was written on ancient cognitive theory, the philosophy of emotion, ethnography, and Lucan, but I promise if I bring up Aristotle here it will be purely for the “COOL!” factor.) Words are what I do. I’m a writer by hobby and a geek out of sheer passion. Above all else I love story, in all its forms. Told over a set of dice, in verse, interactively through a video game, on the big screen, small screen, or in ink and paper, it’s the blood in my veins.

So what will I be doing here?

Every story needs a setting, and before Narnia, Middle Earth, and Wonderland there was Aeaea, Asgard, Hyperborea, and the Land of the Lotus-Eaters. As long as we have been telling stories we’ve been inventing new worlds to set them in, and my goal is to spend some time exploring these worlds. I’ll begin with my own bailiwick, which is the Greco-Roman world, and go from there. I am, of course, eager to hear any suggestions any of you might have.

Walk with me, if you’re so inclined, and let’s see what we shall see.

Art of the Genre: Leiber, Mignola, and Graphic Novels

Art of the Genre: Leiber, Mignola, and Graphic Novels

Mignola... when doves fly...
Mignola... when doves fly...
In 1991 I wasn’t a fan of the Mike Mignola. To be frank, I actually couldn’t stand his artwork, but again I was twenty and my taste in art leaned much toward the polished standard and less toward the truly talented.

At that time I also wasn’t much of a reader. Sure, I read almost every day, taking in as much fantasy as I could, but for the most part it was also commercially driven stuff that in the final call of ‘what matters in fantasy’ it would almost all be found woefully lacking.

So it was with great interest that I discovered Epic Comics rendition of Fritz Leiber’s Fafhrd and the Gray Mouser on my comic shop’s shelves. It was noteworthy because it featured art by Mike Mignola, was adapted by Howard Chaykin, and had a kind of darkness to it that was antithesis to the flare of most superhero books coming out of the early stages of the comic boom.

For me this series created a kind of enigma, that being that I loved fantasy but had only associated with Fritz Leiber in the TSR gaming supplement Lankhmar: City of Adventure. [Note: At the time I role-played in TSR’s Lankhmar, the song ‘One Night in Bangkok’ was on the radio and to this day I can’t say the world Lankhmar without setting it to a British vocal intonation accompanied by the words ‘City of Adventure’, just as Murry Head would began his song with ‘Bangkok, Oriental Setting’. BTW, it has to be the only Top 10 song in history that makes Chess seem downright cool.]

Read More Read More

Masterpiece: The Sword of Rhiannon by Leigh Brackett

Masterpiece: The Sword of Rhiannon by Leigh Brackett

PZO8005-Cover.inddI committed a major heresy, in public and on record, against the sword-and-sorcery community when I stated on the recording for a podcast that, in the realm of “sword-and-sorcery” fiction, I prefer Leigh Brackett over Robert E. Howard. Although at least one participant on the podcast seconded my opinion, I do understand why most sword-and-sorcery readers cannot go with me on this. Howard is, after all, the Enthroned God of the genre. And, strictly speaking, Brackett did not write fantasy or historicals. Her specialty was action-oriented science fiction with heavy fantasy influences, the sub-genre of science-fantasy known as “planetary romance.” (Sometimes called “sword-and-planet.” I hate that term.)

I love Robert E. Howard’s work; it’s foundational for me. But, it’s “not that I love Howard less, but that I love Brackett more.” To that extent, I want to promote the sheer awesomeness that is Leigh Brackett whenever I can. And in her 1949 novel The Sword of Rhiannon (buy it here!) she reached what I believe is her apex: a planetary romance set across an ancient version of Mars, crammed with sword-swinging action, pirate-style swashbuckling, alien super-science, a hero as flinty as granite, an alluring and surprising femme fatale warrior, and an overarching theme of redemption, loss, and futility that ends up pushing what sounds like a standard adventure into a work of intricacy and overwhelming emotion.

Leigh Brackett (1915–1978), a long time resident of the same neighborhoods in Los Angeles where I grew up and still live, was a student of Howard’s work and an immense admirer. However, she didn’t copy him when she started her own career, but infused his passionate style with her own passions. Brackett shows the influence of other predecessors — Clark Asthon Smith, A. Merritt, C. L. Moore, Henry Kuttner, Otis Adelbert Kline, Edgar Rice Burroughs — but her mixture is blended so perfectly that all of it feels fresh and driven. I just finished another re-reading of The Sword of Rhiannon, and I am as thunderstruck as ever with how damn great Leigh Brackett was at what she did. Even more, I am awed at how modern her tale feels, even though the outer hull shows it as an old-fashioned pulp romance. Not that there’s anything wrong with the old pulp style; I still read Edgar Rice Burroughs avidly. But Brackett to this day stands in a class of her own.

Read More Read More

Game Review: Dragon Dominoes in Looney Labs’ Seven Dragons

Game Review: Dragon Dominoes in Looney Labs’ Seven Dragons

sevendragons_1Two of my favorite card games come from Looney Labs: Fluxx and Chrononauts.  One of the major selling points of these games, for me, is that they’re creative games that have victory conditions that can change on a dime. You can be close to winning and then, with a lucky and well-played turn by an opponent, you can find yourself on the losing end.

Seven Dragons captures this chaotic feel, mixing it with some great fantasy artwork by Larry Elmore. The name comes from two different aspects of the game:

  • There are seven different colors of dragons represented in the the game: red, black, gold, blue, green, silver, and rainbow
  • The goal of the game is to create a chain of seven dragons of your designated color

Read More Read More